Contacts

A Contact is a friend or acquaintance that the PC knows who may aid her in
times of need. Contacts can sell goods or services of which the party is
in dire need. Most contacts are not especially important or
influential. They often have limited skills, resources, or knowledge but
are willing to aid the PCs. For a price. Contacts come in three
basic levels of friendship. A contact will treat the character
accordingly, and will expect to be treated the same. Contact levels can
increase or decrease as the campaign continues. The better treated the
contact, the friendlier the contact will be. In addition, the character
can choose to know a group of people. Groups also follow the same basic
levels but also have a size level. The size level refers to how large the
group is, how much power the exert, and how well the character knows the
group. While some groups may be very large and cover the entire Empire,
only those in the group that know the character will aid her.

At creation the PC has a certain number of contact points (cp). Add
1/10th the BEA and CHA attributes together. This should give a total
between 5 and 16. Some GMs may choose to allow the purchase of 8
additional cp for a skill slot. No more than one skill slot can be sold in
this manner. The following list describes the types and costs of each type
of contact. Each contact is an individual and should have a name,
location, and a brief description.

Contact
1 cp

A contact is just someone that
you know. Just an acquaintance. They will buy or sell most
goods, information, or services. Special, dangerous, or unusual
services may be out of your range of trust. Prices will be average for
the goods and services they provide. Most contacts, except
mercenaries, will not fight or place themselves into danger for the
character.

Ally
4 cp

An ally is someone who believes
in similar causes, ideals, or beliefs. As long as you are working for
the same goals or pursuits then they will sell nearly any goods,
information, or services. Special, dangerous, or unusual services can
often be had for the right price. Easy services, cheap items, or
simple services may be given free of charge. Some allies will fight or
place themselves in danger for the greater good.

Friend
8 cp

A friend by any other name will
still fight by your side. Always willing to pass along any
information, help out with most services, and sell cheap a friend is always
good to have. They will fight or aid the character in most
circumstances, and will rarely charge for their assistance.

Is Known by a Group

Being known by a group is the
same as having lots of contacts. The size of the group will determine
the cost. Local groups only cost 3 cp, but only exist (or know of the
PC) in a small area, town, or city. Large groups cost 6 cp but cover
an entire county. Huge groups (9 cp) will assist the PC anywhere in
the duchy, while National groups (12 cp) will assist someone in an area
equal to the E'gath Empire.

Group Member

Being a group member always
means having allies somewhere in the world. The larger the group, the
more costly group membership becomes. Group members always count as
allies, unless previous experience has taught an individual caution.
Small groups cost 6 cp and often include small guilds or army units.
Large groups cost 12 cp and may include an entire city guard, a Church of a
Lesser god or demi-god, or powerful guild. National groups cost 24 cp
and include small armies, National guilds, and Churches to the Elder
gods. Ministers and Protectors automatically begin the game as
ministers to the appropriate size Church to their deity.